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Thread: How would I make my character pick up an object?

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    Clicker Fusion 2.5Android Export ModuleSWF Export Module

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    How would I make my character pick up an object?

    Lets say there is a box, and I want the character to pick it up, what would I do? How would I keep it on him, and than when I want him to throw it how would I have it get released? Should I use a animation with a path movement? Or bounce or something? This one is over my head.

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    Re: How would I make my character pick up an object?

    Set a flag or alterable value on the box to determine whether it should be carried along by the player or not.

    As for a throwing action... the new Pinball movement might be decent for this if you're looking for a quick fix.

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    Re: How would I make my character pick up an objec

    Oh I see yeah that would definetely work, and as for the pin ball, didn't even cross my mind to try. But I will now


    (edit) I just realized that I don't know how to make it follow the player, without making "Always set position relative to player" and it doesn't work if you use a button next to it.

    I kinda just want to use an animation, and than just create it with a movement when its thrown, but it would be inefficient if I did it that way.

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    Re: How would I make my character pick up an objec

    "Always set position relative to player" is actually what you should use. You can set it up to be relative to the action point of the player which could be set to his hands, so it'll also follow animations.

    You can switch the movement from static to pinball upon throwing if you add both movements to the box. You could have a different animation for the box while being carried and check against that to see if it is being carried.

    Then it'd be:

    + upon pressing ctrl
    + player overlapping box
    -> box: set animation to "carried"

    + animation "carried" of box is playing
    -> box: set position relative to player

    + while ctrl is not pressed
    + animation "carried" of box is playing
    -> box: set animation to "thrown" (or "stopped", or whatever)
    -> box: set movement to pinball
    -> box: set direction to (whatever seems appropriate)
    -> box: set speed to 50 or whatever

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    Re: How would I make my character pick up an objec

    It almost worked... But I'm trying to make the boxes stackable, and have platform movement(or gravity) this is how I want it.

    Ok so lets say you throw a box on top of another box. I want it so you can't grab the bottom one or if thats too hard, make it so when you grab the bottom one the top one falls to the ground.

    Does anyone have a set of events that I could use to make that work?

    I tried a lot of different ways, and got pretty close, but everything seems kinda messy, and the hit detection with the boxes is iffy at best.

    I just want to be able to pick up blocks, throw them, and stack them, and for them to have workable gravity.

    I guess it could be comparable to Super Mario 2 American Version(not lost levels)

    Might be too much to ask, and I know I should try and do it on my own, but I can't...I tried, but I can't

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    Re: How would I make my character pick up an objec

    this is not 'easy' task, as in that there might be a quick perfect fix. Games that do this require some amount of effort to work flawlessly.

    the default mmf movements and 'easy' conditions aren't relly well suited for this type of task.

    i tried doing a thing like this only with mmf default stuff, pinball and platform movements and such, but the result is such an uncontrollable mess that i dont dare go further =(..

    i could upload what i did,, but its so unstable im ashamed of showing =)

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